AD&D - Night Below Book II - The Perils of Underdark 2e.pdf

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10
The Svirfneblin City-Maze
X2
X1
11
12
The Burial Grounds
The Troll Caves
13
The Grell Nest
Monsters at War
14;
17
15
Caverns of the Great Reptiles
The Smooth Caverns
X4
The Derro Warrens
X5
X3
16
20
18
Halls of the Rockseers
X6
Caves of the Slime Lord
19
X7
21
The City of the
Glass Pool
The Renegades
Piercers
Fungal Hazard
Glassrock
Razor Rock
Ledgeways
Stinkmold Hazard
20
Magical Flux Point
Treacherous Footing
0
miles
Oozes
Wormholes
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Into the Deep Dark ............................... 2 Caves of the Slime Lord......................... 21
Talking to the Svirfneblin ........................ 2 Scales Before the Elves ........................... 26
Returning to the Deep Gnomes ................... 3 Caverns of the Reptiles ......................... 26
The Gnome Lands .............................. 5 The Halls of the Rockseer Elves .................... 31
The Svirfneblin City-Maze ....................... 5 The Derro at War ................................ 35
The Burial Grounds ............................. 5 The Wormholes * The Slavers * The Watchpost
The Troll Caves ................................. 7 The Renegades ................................ 38
Perils of the Long Path ........................... 13 Warrens of the Servitors......................... 41
The Grell Nest................................. 13 The City of the Glass Pool ........................ 46
Monsters at War ............................... 15
The City and the Kuo-toa ....................... 48
The Smooth Caverns ........................... 19
Victory ....................................... 64
Design: Carl Sargent
Editing: John D. Rateliff
Proofreading: Miranda Horner & John D. Rateliff
Cover Art: Jeff Easley
Interior Art: Arnie Swekel and Glen Michael Angus
Additional Art: David Trampier & Erol Otus
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Typesetting: Nancy J. Kerkstra
Origins '95 Playtest: Mike Gentle, John Harrison, Melvin Jones,
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This introductory chapter covers two topics. First come
such enemies and not bring destruction on vourselves
the discussions the PCs have with the Svirfneblin they
and upon us? Before you can face such strength and
encountered at the conclusion of Book I. Second is an
might, you should prove yourselves in other ways here
overview for the DM detailing how the campaign pro-
in the depths.”
gresses through the locations and events covered in this
book, culminating in the assault on the kuo-toan strong-
This should give the PCs pause for thought. Mind
flayers are enemies the PCs can hardly face at this
hold, the City of the Glass Pool.
time. Carmeneren offers a time for reflection here. She
suggests to the PCs that they return to their homes or
base in the surface world, make full preparations with
equipping themselves and the like, and return to this
place in a week’s time to consult with her further.
“Then you can reflect fully upon my words. If you
return later than this, the illithids may learn of the
destruction of the orcs, and you might find an ambush
set for you. From watching closely, we do not expect
them to return for a while yet.” If the PCs need more
time, Carmeneren says that 12 days is the longest it
would be safe to wait.
After this brief discussion, the PCs should return to
Milborne, equip themselves to the hilt, and plan on a
long stay below ground.
The spokeswoman for the deep gnomes here is
Carmeneren, a 13th-level priestess of Callarduran
Smoothhands, the Svirfneblin creator deity. A general
note on Svirfneblin abilities occurs later in this chapter,
but stats for individual deep gnomes are not given here,
for they should not be required; they will not fight with
the PCs, and the PCs should most certainly not harm
them. Note that PCs cannot use spells such as ESP to
learn what Carmeneren truly thinks and feels at any
given time, due to her innate nondetection ability, How-
ever, a simple test with know alignment (or the equiva-
lent) reveals that the gnomes are neutral shading to neu-
tral good in alignment.
Carmeneren will want to know what the PCs have
done to date. Clearly, they must have wiped out the
Bloodskull orcs in the caverns above, or they would not
be here. Carmeneren knows that servants of evil lie fur-
ther below the orcs, and she knows something about
that deeper evil. If the PCs use a “we’ll tell you what
we’ve done if you share some confidences with us”
approach, the old gnome is happy to give them some
information. She does so in any event when they have
recounted their story.
Carmeneren says that the orcs the PCs have killed
serve a much deeper and more malignant evil. The
deep gnomes have seen prisoners taken from the orcs
down to darker, deeper places which lie far below
where the PCs now stand. “We do not know all that
lies below, but we know much. Others have been
before you, and failed to deal with the deeper evils.
We are afraid that you, too, will fail and that those
below will be moved to strike upwards, and find us,
and kill us all. If you are not clever and wise, you
could bring destruction on my people as well as losing
your own lives.”
The gnomes stand silently for a short time, then the
This book contains two distinct campaign phases. The
first of these allows the PCs to pursue treasures, magic,
and monsters throughout the caverns of the underdark.
In this way, they can acquire sufficient experience and
magic for the second campaign phase, assailing the City
of the Glass Pool.
In the first phase of the campaign, the PCs should be
allowed (indeed encouraged) to return periodically to
the surface world to regroup, re-equip (with spell com-
ponents, etc.), train to gain experience levels, and the
like. The deep gnomes keep watch over the paths the
illithids take and should be able to warn the PCs if there
are any mind flayers in the orc caverns blocking their
route back home. During their periodic returns to the
surface world, the PCs should once, and once only, find
two illithids in the orc caverns (Map 9 on Mapsheet 2)
and have to fight them to escape back to the surface. The
DM should not use this encounter until the average PC
is 5th to 7th level. Otherwise, the PCs are free to move
between the surface world and the underdark as they
please.
The PCs’ relative freedom of movement ends once
they assault the City of the Glass Pool. Before that point,
they should collect every experience point they can-
they’ll need it! Once their assault has begun, however,
the way back may be sealed off with powerful enemies,
as detailed in the chapter “The City of the Glass Pool.”
PCs should be able to find places to rest and recuperate
in the underdark, though how secure these will be
depends on whether they have met and befriended the
Rockseer elves.
priestess offers some more information and a suggestion
to the PCs. “I will not tell you what I know without
some evidence that you are worthy of it. I will tell you
now, though, that the accursed illithids are among those
behind the bringing of surface spellcasters into the
depths. Behind them stand enemies yet more powerful
and dangerous. Now do you accept what I say when I
wonder aloud about your strength and fitness to face
2
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The Svirfneblin, if asked, can tell the PCs that they are
certain that there are other conduits into the underdark
down which kidnapped spellcasters and others are
taken into the depths. These are not shown on the strate-
gic map, as the PCs will not find them in any event. The
Svirfneblin seek to impress on them that the answer to
the problem is to deal with it at the source. Trying to
wipe out the surface servants of evil alone is pointless;
these are only the small fry and can easily be replaced
by new recruits. The PCs have to aim for the heart of
darkness, deep in the underdark.
Lastly, the map on the inside front cover of this
book is a strategic-scale map showing the major
locations of the underdark. Cavern complexes that
are individually mapped on Mapsheet 3 are shown on
this map with numbers (10 through 21)
that correspond to map numbers for these caverns.
There are also a number of specific areas (labelled Xl
through X7) where some particular feature of impor-
tance, or some clue, can be found by alert player
characters. These maps and detailed points are dealt
with in the following chapters:
Suitably rested, re-equipped, and refreshed, the PCs
should now return to the deep gnomes.
Again, Carmeneren speaks for her people. She repeats
her concern about the PCs bringing down destruction on
the deep gnomes if they meddle foolishly but notes that
others have been here before and failed to deal with the
menace. If asked about them, she says that they perished
far below, but that signs of them may still have been left
behind. She then explains the situation of the deep
gnomes.
The Svirfneblin are not numerous. They are not
strong enough to deal with the evil enemies below,
They have been holding a keen watch, and they have
learned much. They have been waiting for adventurers
from above to find their way to them, so that they can
help them with information. “We can also give you
food and fresh water when you need it, though per-
haps you will not like the taste of our fare,” she smiles.
“If you must come back to us because you are badly
hurt, then I can heal you. However, if you are followed
you will bring death to my people. I have to be able to
trust you not to make such a mistake. Do you see my
problem?”
The PCs should see that the old gnome, who looks
suddenly weary and almost fearful, has a good point.
Carmeneren is much happier to have her people watch
out for the PCs and to have them report what they have
seen. The Svirfneblin scouts always maintain a watch in
the uppermost passages and tunnels (between the
entrance point and the spot marked Xl on the strategic
map). They have filled waterskins and food (preserved
fungi, yum!) which they give to the PCs (but thoughtful
PCs should think of offering something in return; some-
thing as simple as pots and pans would be useful to the
gnomes, and much appreciated).
If all goes smoothly during this parley, then
Carmeneren has a first test for the PCs. If they are suc-
cessful, then the gnomes help them with more infor-
mation. Not far from the caves of the Svirfneblin are
caves infested with trolls. The PCs would be doing the
gnomes a useful service if they eliminated this threat.
This is the first test for the PCs. When they agree, pro-
ceed to the next chapter; if not, they are on their own
down here.
+ The Gnome Lands. This is the home territory of the
PCs’ new allies, their burial grounds, and the lairs of
some nearby trolls (Maps 10, 11,12).
+ Perils of the Long Path. These locations lie between
the PCs and the route they are most likely to take to
the City of the Glass Pool (Maps 13,14,15,16).
+ Scales before the Elves. Highly dangerous reptilian
enemies stand between the PCs and contact with the
elusive Rockseer elves (Maps 17,18).
+ The Derro at War. Two groups of derro await the PCs;
one implacably hostile, one with which the PCs may
be able to negotiate (Maps 19,20).
+ The City of the Glass Pool. The citadel of the kuo-toa
(Map 21). The king’s throne room is shown, enlarged,
on Tactical Map #3 on Mapsheet
4.
Svirfneblin Abilities
Svirfneblin have many special abilities, mostly
devoted to stealth, which enable them to survive in the
intensely hostile environment of the underdark. All
deep gnomes radiate nondetection,
as per the 3rd-level
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